Shader "Unlit/GenerateSdf"
{
    Properties
    {
        _MainTex ("Texture", 2D) = "white" {}
    }

    SubShader
    {
        Tags { "RenderType"="Opaque" "RenderPipeline" = "UniversalPipeline"}
        LOD 100
        ZWrite Off Cull Off
                
        HLSLINCLUDE
		#include "../Common.hlsl"
		ENDHLSL
        
        Pass
        {
            Name "JumpFloodInitPass"
			HLSLPROGRAM
            #include "JumpFloodInitPass.hlsl"
			#pragma vertex BlitVertex
			#pragma fragment JumpFloodInitFragment
			ENDHLSL
        }

        Pass
        {
            Name "JumpFloodPass"
			HLSLPROGRAM
            #include "JumpFloodPass.hlsl"
			#pragma vertex BlitVertex
			#pragma fragment JumpFloodFragment
			ENDHLSL
        }

        Pass
        {
            Name "JumpFloodRenderPass"
			HLSLPROGRAM
            #include "JumpFloodRenderPass.hlsl"
			#pragma vertex BlitVertex
			#pragma fragment JumpFloodRenderFragment
			ENDHLSL
        }
    }
}
